New WitE Public Beta v1.04.22 Now Available!

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Ketza
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Ketza »

ORIGINAL: Joel Billings

ORIGINAL: kswanson1
ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).

Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?

It's always been that way. It just never got documented.

I do recall now in my first Blizzard Soviets being able to things that surprised me.

My question is why is this rule in place at all? There are enough bonuses given to the Soviets in the Blizzard as is.

I would agree that certain units should be given this type of bonus like units from Siberia or Ski units but a barnd new tank brigade just formed a few weeks prior with low exp and morale? Given this bonus to all the Soviet units makes no sense.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

ORIGINAL: sillyflower

ORIGINAL: Andrew Loveridge

1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.

But they haven't been given them at the start.[&:]

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.

AFAIK, the starting line up of equipment for the units are the actual historical numbers. I see 26 Infantry Divisions with armored cars in Campaign 41. Jim (or Trey) would be the best to answer this, but I think what you have is a situation where the ACs were phased out of the Infantry Divisions as losses and the low production forced them to be used exclusively in the Motorized and Panzer Divisions. By including them in the early division TOEs, these units can keep what they have, and if some become available as replacements, they may pick up a few. However, over time they will change to later TOEs that don't have them.
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Joel Billings
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

The rule was created long before release because Soviet MPs are generally lousy in the first winter due to poor leaders (and limits on tank brigade MPs) and almost more importantly the Soviet ability to move into enemy hexes is terrible, given their low morale and the extra costs of blizzard movement. Gary felt the Soviets had too many penalties working against them and deserved something to make things a little better for them in that first winter. It's not like even with the bonus they are whipping around like German Panzers in summer. [:)]
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Ketza »

ORIGINAL: Joel Billings

The rule was created long before release because Soviet MPs are generally lousy in the first winter due to poor leaders (and limits on tank brigade MPs) and almost more importantly the Soviet ability to move into enemy hexes is terrible, given their low morale and the extra costs of blizzard movement. Gary felt the Soviets had too many penalties working against them and deserved something to make things a little better for them in that first winter. It's not like even with the bonus they are whipping around like German Panzers in summer. [:)]

Fair enough. Thanks for the clarification.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

ORIGINAL: Mehring
Special Note – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues.
Uh? Do I need another coffee or does this not make sense? Surely if you are running two or more versions of the game you have two or more seperate copies on your drive? Help me, I'm lost.


We wanted to warn anyone that was using one copy of the game with many different exe's in the same directory that this could lead to problems. The right way to use multiple versions is to have unique copies installed on your hard drive, and for these people there is no issue. Sorry for the confusion.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by sillyflower »

ORIGINAL: Joel Billings

ORIGINAL: sillyflower

ORIGINAL: Andrew Loveridge

1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars.

But they haven't been given them at the start.[&:]

Given production rate of 6 armoured cars pw it is most unlikely they will ever get any either. Is this intentional?
Seems to me that if this was part of TOE most should start with them.

AFAIK, the starting line up of equipment for the units are the actual historical numbers. I see 26 Infantry Divisions with armored cars in Campaign 41. Jim (or Trey) would be the best to answer this, but I think what you have is a situation where the ACs were phased out of the Infantry Divisions as losses and the low production forced them to be used exclusively in the Motorized and Panzer Divisions. By including them in the early division TOEs, these units can keep what they have, and if some become available as replacements, they may pick up a few. However, over time they will change to later TOEs that don't have them.

Thanks Joel. I just hadn't noticed any with ACs because I didn't look in commanders report but just around the map. Your explanation makes perfect sense and perhaps I can use some russian ones..........
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by kswanson1 »

ORIGINAL: Joel Billings

ORIGINAL: kswanson1
ORIGINAL: Andrew Loveridge
2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes).

Huh? Is this new? ...Or have russian units always had this additional magic ability, but it just wasn't documented properly in the rules manual?

It's always been that way. It just never got documented.

It's apparent to me that Axis ZOC's and MP cost for Soviet units moving through Axis controlled hexes are now borked. What I am suddenly seeing is Soviet armor units moving through multiple ZOCs in the same game turn. This just started occurring since the last patch. The tactics I had been employing for the last 8-turns of blizzard in one PBEM and 6-turns of blizzard within a second PBEM are suddenly invalid. Soviet armor is now rampaging at will thru my ZOCs. They don’t have to “whip” through hexes like German panzers in the summer of 1941. It's a completely different dynamic at work for the Germans while defending\retreating during the 41-42 blizzard.

How about modeling the very historical Soviet Ammunition and supply shortages during the winter of 41-42? The Axis have to suffer the over the top blizzard attrition and CV reduction effects in the name of keeping in line with history. Ok -- how bout' keeping in line with some of the historical challenges faced by the Soviets during the winter of 41-42? There were a number of rather important reasons why the Soviets couldn’t mount simultaneous offensive actions from the Baltic to the Black Sea in the winter of 1941-42. Yet an across the map Soviet Winter Offensive is pretty common place in WiTE.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Joel Billings »

Do you have any specific cases and saves you can send us? AFAIK the rules for movement have not changed, we just listed one of the rules that has always been in operation but wasn't in the manual. There are rules that try to deal with the Soviet ammo shortages. Not saying they're perfect, but there are some. The latest version fixed a bug where the Soviet brigades weren't paying extra to enter enemy controlled hexes, so it should even be tougher for them in 1.04.22 then in the past. If there's a bug, we'd really like to get some specific data on it.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by morvael »

A quick comparison shows that everything should be ok, cost for corps didn't change, but brigade has now much tougher time moving in(to) ZOC.

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Mehring
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Mehring »

I just got the fright of my life. Me and my opponent upgraded to the latest beta just in time to see in the new year (1942) and I found a depleted Russian tank division with 40 MP!!!! It never had more than 16 before. Can that be right?
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Helpless »

You are not suppose to have tank divisions that late. If you do it can get that many MP. What does the TOE(OB) update show?
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by cookie monster »

ORIGINAL: Mehring

I just got the fright of my life. Me and my opponent upgraded to the latest beta just in time to see in the new year (1942) and I found a depleted Russian tank division with 40 MP!!!! It never had more than 16 before. Can that be right?

There's a calculation on Soviet Mobile Units movement points applied at the start of the GC 1941, I cant remember when it expires.

I believe the criteria is laid out in the scenario rules section at the back of the e book.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Mehring »

ORIGINAL: Helpless

You are not suppose to have tank divisions that late. If you do it can get that many MP. What does the TOE(OB) update show?
Sorry, I'll try to fritter them away next time. In my defence I must say it is the only one I have left at T30 and its upgrade appears to be stuck. It shows 0 turns to upgrade OOB but it's been showing the same at least since T20. It was set to refit lst turn and has fleshed out a bit but no OOB change. Send you some files?
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Helpless »

There is a 20% chance every turn that scheduled upgrade won't happen for the particular unit. Have a positive 20% roll in 10 turn is quite possible, but not very probable.

Yes, you may send the save. Thanks.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by tigercub »

after using this beta the game is much slower i noticed.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Mehring »

There's a problem with the game showing night bombers available to target an area, then you get the 'bombers unavailable or out of range' message when you try to get the unit selection box.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Helpless »

after using this beta the game is much slower i noticed.

Besides German recon I see no other reason which would slow down the game. Please provide more detail what is getting slower.

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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Mehring »

On turn 31 20Tank div finally restructured to brigade oob.

I'm finding problems now, with all air mission types though. It's probably only after you finish a mission, the map doesn't update anymore, to show you no longer have air units capable for that mission type.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Helpless »

I'm finding problems now, with all air mission types though. It's probably only after you finish a mission, the map doesn't update anymore, to show you no longer have air units capable for that mission type.

Problems go to the Tech Forum. Thanks.
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RE: New WitE Public Beta v1.04.22 Now Available!

Post by Pawlock »

ORIGINAL: Andrew Loveridge

This update includes many new rules and rule changes, most regarding Weather and Supply. Also it has some interface changes, fixes a number of bugs and alters some units' composition. It is in the Members Club, as a registered download.

Thank you for all the feedback, and welcome any you may have for this beta. This is a comprehensive update, the previous change lists are linked on the bottom of this list.

V1.04.22 – May 19, 2011
    [b]Special Note[/b] – Several art files were changed in this version in order to remove text from the art (to make it easier to localize WitE into other languages). Running an earlier version of the game with the art files included in this version will cause several buttons and tabs to be missing text (those like the unit mode buttons on the right side Unit Bar and the Menu Tabs on the Top Tool Bar). If you want to run an earlier version of the game while also using this or later versions, you have to maintain a separate copy of the game on your hard drive for the earlier version to avoid these issues. [b]New Features and Rule Changes[/b] [ul] 1) Manual Correction (Section 22.2.2) – The entry in the Random Weather Table for a die roll of 10 in September should be M (not C). The entry for a die roll of 12 in November should be S (not B). 2) Manual Correction (missing rule from version 1.00) (Section 22.3) – Soviet units in areas impacted by the First Winter rules pay half the normal movement points for entering enemy controlled hexes (this halving also applies to the portion of the ZOC to ZOC cost calculated based on the cost of entering enemy controlled hexes, as well as the additional cost for Regiments and Brigades entering enemy controlled hexes). 3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit). 4) New Rule - Added the ability to select the destination unit for a supply air drop when using the manual air group selection. If nothing is selected automatic delivery will be used. 5) Rule change - Improved automatic unit selection when dropping fuel to the hex with multiple units. Unit with higher requirements vs stock will have priority. Added level 3 combat message to display which unit is getting supply/fuel. 6) Rule Change (section 20.6) - HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered. In addition, the AP cost of an HQ buildup is now increased by the distance in MPs of the HQ from a railhead divided by 3 (truncated). So for an HQ with 3 attached divisions that is 16 MPs from a supply source, the AP cost would be 5+2+2+2+(16/3) =16 (used to be just 11). This increased AP cost is used to calculate the other buildup penalties described in section 20.6.3 in the manual. 7) Rule Change - Refitting units next to enemy hexes have a 25% chance of getting more replacements than if they weren't on refit, but the exact amount of the additional replacements will vary greatly depending on the distance from the railhead. 8) Rule Change (Section 23.3.1) – Changed the area of automatic freezing of Soviet units in the northern area of the map (Finnish Front) in scenarios that begin on June 22, 1941. Now, units with an x coordinate >99 will no longer be frozen. 9) New Feature – Added information regarding weather determination at the top of the German Logistics Phase Event Log. The modified weather die roll and the weather for the turn are listed for each weather zone. Note that the die roll may be overridden by an exception rule leading to weather that does not match the die roll result in the table. Note when playing with non-random weather, the die roll shown in the event log assumes a roll of 5 plus the normal modifiers for each weather zone. 10) New Feature - Added toggle on the production screen to show active/transit/both pools. 11) Interface change – Weather information is no longer shown during the logistics phase. 12) Interface change – Now don’t allow deliberate attack if non-eligible units are selected. 13) Interface change – Changed A.B. to AirBase in the Commander’s Report Screen filter list. 14) Formula change – Altered the combat code to prevent Mech-inf and Mech-engr type elements from taking excessive losses.
Bug Fixes
    1) Fixed a bug where isolated units were receiving the benefits from a supply buildup done by the unit's HQ. 2) Fixed several minor discrepancies in the weather rules. 3) Fixed bug where Synthetic fuel factories generated resource requests after consumption. 4) Fixed a bug where scenario data was not being cleared out when saving a PBEM game. 5) Fixed a bug that caused negative combat values. Reworked the combat report to support higher numbers of displayed units. 6) Fixed a bug where the armaments pool could go negative after the logistics phase. 7) Fixed a bug that was preventing air supply of partisans during blizzard. 8) Fixed a bug where the wrong type of supply is delivered during automatic air drops (those without manual air group selection). 9) Fixed a bug where non-divided Brigades and Regiments were not paying the +2 cost for entering an enemy hex as they should have per the Movement Point Cost Chart. 10) Fixed a bug where the Fighter escort is missing if air transport is flown by the level bombers. 11) Fixed a bug with delayed (off map) units getting withdrawn. 12) Fixed a bug when nations surrender so off map units will get disbanded. 13) Fixed a bug where newly formed units can get statistics from old disbanded/destroyed/withdrawn units. 14) Fixed a bug where routed units can stay loaded on trains. 15) Fixed a bug where withdrawing units could be set to static mode. 16) Fixed a bug where air ground support may not be provided from the closest air bases. 17) Fixed a bug where renamed units were not withdrawing. 18) Fixed a bug where AA units attached to a city were not getting destroyed when the city was captured. 19) Fixed a bug where ready ground elements in a combat could go negative after a combat. 20) Fixed a bug where ground elements in the pool could go negative. 21) Editor Fix - Fixed bug in ADJUST UNIT FUNCTION when city ownership was set based on nationality instead of hex ownership . 22) Editor Fix – Fixed a bug when clicking on the TOE(OB) ground element it was always going back to the 1st ground element in GE TAB. 23) Editor Fix – Fixed insert/delete record function for the aircraft editor.
Data and Scenario Changes
    1) 41a Infantry Division (0024), 41 Sturm Division (0336) and 41b Infantry Division (0338) all modified to include 2 SdKfz-221 armored cars. 2) 41 Panzer Division (0034) modified to contain 45 Panzer IIf, 105 Panzer IIIj L/42, and 20 Panzer IVf. 3) 43 Panzer Division (0096) modified to contain 74 Panzer IIIm, 74 Panzer IVg and 20 Panzer IIIn.
[/ul]


Fixed but not in readme -Fixed a bug where construction units in locked HQs were changing HQs anyway.

We just found that the HQ build rule in 1.04.22:
HQ supply buildups are not allowed for HQ's that are more than 20 MPs from their railhead at the moment the HQ buildup is ordered.
It's currently operating as if they are not allowed at more than 19 MPs. This will be changed in the next version. If you're trying to squeeze every last MP out of your HQ placement, be aware that it currently only works out to 19 MPs.



1.04.16 Changes
1.04.15 Changes
1.04.14 Changes
1.04.10 Changes


Just to be crystal clear on this section below:

3) New Rules – (Section 9.2.4) – Soviet non-guards units that are directly attached to a Guards Army HQ will receive a five point bonus to their national morale. Shock Army HQs do not provide a morale benefit to guards units. Guards Army and Shock Army HQs do not provide their +5 bonus to non-guards units if their command limit is exceeded (they must be within their command limit for any units under their command to receive a benefit).


There is absolutly no advantage to be gained by attaching guard units to shock armies? in fact you would be disadvantaging yourself by doing so as you would be denying normal units the moral bonus?
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